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Lesson 4 Slides-Classical and Advanced Techniques for Optimization
Lesson 4 Slides-Classical and Advanced Techniques for Optimization

... Stochastic programming: studies the case in which some of the constraints depend on random variables. Dynamic programming: studies the case in which the optimization strategy is based on splitting the problem into smaller sub-problems. Combinatorial optimization: is concerned with problems where the ...
Bootstrap Planner: an Iterative Approach to Learn Heuristic
Bootstrap Planner: an Iterative Approach to Learn Heuristic

... example, they learn a policy from solving blocksworld problems with n blocks and use it to solve blocksworld problems with (n + 1) blocks. This algorithms is shown to create very effective policies for a variety of planning domains. Here, we aim at learning effective heuristic functions to solve pla ...
Lecture Slides (PowerPoint)
Lecture Slides (PowerPoint)

... Random-restart Hill-Climbing • Series of HC searches from randomly generated initial states until goal is found • Trivially complete • E[# restarts]=1/p where p is probability of a successful HC given a random initial state • For 8-queens instances with no sideways moves, p≈0.14, so it takes ≈7 ite ...
Optimization_2016_JS
Optimization_2016_JS

Planning and acting in partially observable stochastic domains
Planning and acting in partially observable stochastic domains

... In this paper, we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains. Problems like the one described above can be modeled as partially observable Markov decision processes (POMDPs). Of course, we are not interested ...
Approaches to Artificial Intelligence
Approaches to Artificial Intelligence

... amounts of computation, most often in the form of a search through a problem space. For example, chess machines are very high performance AI systems, relative to humans, and they ...
Using Rewards for Belief State Updates in Partially Observable
Using Rewards for Belief State Updates in Partially Observable

... One of the most promising approaches for finding approximate POMDP value functions are point-based methods. In this case, instead of optimizing the value function over the entire belief space, only specific beliefs are considered. In our experiments we used the PBVI algorithm [9] together with regul ...
Goal-Based Action Priors - Humans to Robots Laboratory
Goal-Based Action Priors - Humans to Robots Laboratory

Approximate Planning in POMDPs with Macro
Approximate Planning in POMDPs with Macro

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More intriguing parameters of reinforcement

... – the response providing the most immediate reinforcement will increase in rate ...
Learning to Plan in Complex Stochastic Domains
Learning to Plan in Complex Stochastic Domains

... Probabilistic planning problems may be formulated as a stochastic sequential decision making problem, modeled as a Markov Decision Process (MDP). In these problems, an agent must find a mapping from states to actions for some subset of the state space that enables the agent to maximize reward over t ...
Improved Memory-Bounded Dynamic Programming for
Improved Memory-Bounded Dynamic Programming for

... state during execution time, it can be used to evaluate the bottom-up policy trees computed by the DP algorithm. A set of belief states can be computed using multiple top-down heuristics – efficient algorithms that find useful top-down policies. Once a top-down heuristic policy is generated, the mos ...
lift - Hong Kong University of Science and Technology
lift - Hong Kong University of Science and Technology

... constraints on actions  Relations to be learned  Whether a relation should be in precondition of A, or effect of A, or not  Constraints on relations can be integrated into a global ...
An Investigation of Selection Hyper
An Investigation of Selection Hyper

... change characteristics. The simplest approach is to restart the search algorithm each time a change occurs. However, usually the change in the environment is not too drastic and information gained during the previous environments can be used to locate the new optima much quicker. The main problem in ...
Learning Long-term Planning in Basketball Using
Learning Long-term Planning in Basketball Using

... Figure 3: Rollouts generated by the HPN and baseline (columns a, b, c). Attention model (column d). Macro-goals (column e). Rollouts. Each frame shows an o↵ensive player (dark green), a rollout (blue) track that extrapolates after 20 frames, the o↵ensive team (light green) and defenders (red). Note ...
Behavioural Domain Knowledge Transfer for Autonomous Agents
Behavioural Domain Knowledge Transfer for Autonomous Agents

Finite-time Analysis of the Multiarmed Bandit Problem*
Finite-time Analysis of the Multiarmed Bandit Problem*

... that 0 < d < 1). Note also that this is a result stronger than those of Theorems 1 and 2, as it establishes a bound on the instantaneous regret. However, unlike Theorems 1 and 2, here we need to know a lower bound d on the difference between the reward expectations of the best and the second best ma ...
Learning Algorithms for Separable Approximations of
Learning Algorithms for Separable Approximations of

... denote the vectors (x1 , . . . , xn ), (v1 , . . . , vn ) and (v1+ , . . . , vn+ ). In order to compute any vik k , we only need to know if xki ≤ Dik . For the newsvendor problem, this translates into or vi+ knowing whether the newsvendor has sold all the newspapers or not, rather than observing the ...
Automated Bidding Strategy Adaption using Learning Agents in
Automated Bidding Strategy Adaption using Learning Agents in

... In the previous section we have outlined the idea of reinforcement learning and -learning as a specific reinforcement learning method. In this section we present the results of a comparison of two different -functions implemented for consumer-agents acting in an electricity market. The consumer agen ...
Chapter 4 Methods
Chapter 4 Methods

... nPrintln(m, i); //where m is String and i is int message and n are parameters m and i are arguments ...
Why Machine Learning? - Lehrstuhl für Informatik 2
Why Machine Learning? - Lehrstuhl für Informatik 2

... Artificial Intelligence:Learning: Learning symbolic representation of concepts, ML as search problem , Prior knowledge + training examples guide the learning-process Bayesian Methods:Calculating probabilities of the hypotheses, Bayesian-classifier Theory of the computational complexity: Theoretical ...
LTFeb10
LTFeb10

... Amsel – frustration-based Capaldi – sequential theory ...
error backpropagation algorithm
error backpropagation algorithm

... as incremental approach. When the weights are changed only after all the training patterns are presented then it is called as batch mode. This mode requires additional local storage for each connection to maintain the immediate weight changes. The BP learning algorithm is an example of optimization ...
Ensemble Learning
Ensemble Learning

... learners. Then, the base learners are combined to use, where among the most popular combination schemes are majority voting for classification and weighted averaging for regression. Generally, to get a good ensemble, the base learners should be as more accurate as possible, and as more diverse as po ...
Reinforcement Learning and Automated Planning
Reinforcement Learning and Automated Planning

... • The solution to such a problem is a sequence of actions, which if applied to I leads to a state S’ such as S’ ⊇ G. Usually, in the description of domains, action schemas (also called operators) are used instead of actions. Action schemas contain variables that can be instantiated using the availab ...
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Reinforcement learning

Reinforcement learning is an area of machine learning inspired by behaviorist psychology, concerned with how software agents ought to take actions in an environment so as to maximize some notion of cumulative reward. The problem, due to its generality, is studied in many other disciplines, such as game theory, control theory, operations research, information theory, simulation-based optimization, multi-agent systems, swarm intelligence, statistics, and genetic algorithms. In the operations research and control literature, the field where reinforcement learning methods are studied is called approximate dynamic programming. The problem has been studied in the theory of optimal control, though most studies are concerned with the existence of optimal solutions and their characterization, and not with the learning or approximation aspects. In economics and game theory, reinforcement learning may be used to explain how equilibrium may arise under bounded rationality.In machine learning, the environment is typically formulated as a Markov decision process (MDP) as many reinforcement learning algorithms for this context utilize dynamic programming techniques. The main difference between the classical techniques and reinforcement learning algorithms is that the latter do not need knowledge about the MDP and they target large MDPs where exact methods become infeasible.Reinforcement learning differs from standard supervised learning in that correct input/output pairs are never presented, nor sub-optimal actions explicitly corrected. Further, there is a focus on on-line performance, which involves finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The exploration vs. exploitation trade-off in reinforcement learning has been most thoroughly studied through the multi-armed bandit problem and in finite MDPs.
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